1 #include "window/display-sub-windows.h"
2 #include "core/window-redrawer.h"
3 #include "flavor/flavor-describer.h"
4 #include "floor/cave.h"
5 #include "game-option/option-flags.h"
6 #include "game-option/special-options.h"
7 #include "game-option/text-display-options.h"
8 #include "grid/feature.h"
9 #include "inventory/inventory-describer.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "inventory/inventory-util.h"
12 #include "locale/japanese.h"
13 #include "main/sound-of-music.h"
14 #include "monster-race/monster-race.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster/monster-flag-types.h"
17 #include "monster/monster-info.h"
18 #include "monster/monster-status.h"
19 #include "object/item-tester-hooker.h"
20 #include "object/object-info.h"
21 #include "object/object-mark-types.h"
22 #include "player/player-status-flags.h"
23 #include "player/player-status.h"
24 #include "spell-kind/magic-item-recharger.h"
25 #include "system/baseitem-info.h"
26 #include "system/floor-type-definition.h"
27 #include "system/grid-type-definition.h"
28 #include "system/item-entity.h"
29 #include "system/monster-entity.h"
30 #include "system/monster-race-info.h"
31 #include "system/player-type-definition.h"
32 #include "system/terrain-type-definition.h"
33 #include "target/target-describer.h"
34 #include "target/target-preparation.h"
35 #include "target/target-setter.h"
36 #include "target/target-types.h"
37 #include "term/gameterm.h"
38 #include "term/screen-processor.h"
39 #include "term/term-color-types.h"
40 #include "timed-effect/player-hallucination.h"
41 #include "timed-effect/timed-effects.h"
42 #include "util/bit-flags-calculator.h"
43 #include "view/display-lore.h"
44 #include "view/display-map.h"
45 #include "view/display-messages.h"
46 #include "view/display-player.h"
47 #include "view/object-describer.h"
48 #include "window/main-window-equipments.h"
49 #include "window/main-window-util.h"
50 #include "world/world.h"
55 /*! サブウィンドウ表示用の ItemTester オブジェクト */
56 static std::unique_ptr<ItemTester> fix_item_tester = std::make_unique<AllMatchItemTester>();
58 FixItemTesterSetter::FixItemTesterSetter(const ItemTester &item_tester)
60 fix_item_tester = item_tester.clone();
63 FixItemTesterSetter::~FixItemTesterSetter()
65 fix_item_tester = std::make_unique<AllMatchItemTester>();
69 * @brief サブウィンドウに所持品一覧を表示する / Hack -- display inventory in sub-windows
70 * @param player_ptr プレイヤーへの参照ポインタ
72 void fix_inventory(PlayerType *player_ptr)
74 for (int j = 0; j < 8; j++) {
75 term_type *old = game_term;
76 if (!angband_term[j]) {
80 if (!(window_flag[j] & (PW_INVEN))) {
84 term_activate(angband_term[j]);
85 display_inventory(player_ptr, *fix_item_tester);
92 * @brief モンスターの現在数を一行で表現する / Print monster info in line
95 * @param m_ptr 思い出を表示するモンスター情報の参照ポインタ
96 * @param n_same モンスター数の現在数
97 * @param n_awake 起きている数
101 * nnn : number or unique(U) or wanted unique(W)
102 * X : symbol of monster
103 * LV : monster lv if known
104 * name: name of monster
107 static void print_monster_line(TERM_LEN x, TERM_LEN y, MonsterEntity *m_ptr, int n_same, int n_awake)
110 MonsterRaceId r_idx = m_ptr->ap_r_idx;
111 auto *r_ptr = &monraces_info[r_idx];
113 term_erase(0, y, 255);
118 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
119 sprintf(buf, _("%3s(覚%2d)", "%3s(%2d)"), MonsterRace(r_idx).is_bounty(true) ? " W" : " U", n_awake);
120 term_addstr(-1, TERM_WHITE, buf);
122 sprintf(buf, _("%3d(覚%2d)", "%3d(%2d)"), n_same, n_awake);
123 term_addstr(-1, TERM_WHITE, buf);
126 term_addstr(-1, TERM_WHITE, " ");
127 term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
129 if (r_ptr->r_tkills && m_ptr->mflag2.has_not(MonsterConstantFlagType::KAGE)) {
130 sprintf(buf, " %2d", (int)r_ptr->level);
135 term_addstr(-1, TERM_WHITE, buf);
137 sprintf(buf, " %s ", r_ptr->name.data());
138 term_addstr(-1, TERM_WHITE, buf);
142 * @brief モンスターの出現リストを表示する / Print monster info in line
145 * @param max_lines 最大何行描画するか
147 void print_monster_list(FloorType *floor_ptr, const std::vector<MONSTER_IDX> &monster_list, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines)
151 MonsterEntity *monster_entity;
152 int visible_count; // 現在数
153 int awake_count; // 起きている数
157 std::vector<info> monster_list_info;
160 for (auto monster_index : monster_list) {
161 auto m_ptr = &floor_ptr->m_list[monster_index];
163 if (m_ptr->is_pet()) {
166 if (!MonsterRace(m_ptr->r_idx).is_valid()) {
170 // ソート済みなので同じモンスターは連続する.これを利用して同じモンスターをカウント,まとめて表示する.
171 if (monster_list_info.empty() || (monster_list_info.back().monster_entity->ap_r_idx != m_ptr->ap_r_idx)) {
172 monster_list_info.push_back({ m_ptr, 0, 0 });
176 monster_list_info.back().visible_count++;
179 if (!m_ptr->is_asleep()) {
180 monster_list_info.back().awake_count++;
185 for (const auto &info : monster_list_info) {
186 print_monster_line(x, line++, info.monster_entity, info.visible_count, info.awake_count);
189 if (line - y == max_lines) {
190 // 行数が足りなかった場合、最終行にその旨表示。
191 term_addstr(-1, TERM_WHITE, "-- and more --");
196 for (; line < max_lines; line++) {
197 term_erase(0, line, 255);
202 * @brief 出現中モンスターのリストをサブウィンドウに表示する / Hack -- display monster list in sub-windows
203 * @param player_ptr プレイヤーへの参照ポインタ
205 void fix_monster_list(PlayerType *player_ptr)
207 static std::vector<MONSTER_IDX> monster_list;
210 for (int j = 0; j < 8; j++) {
211 term_type *old = game_term;
212 if (!angband_term[j]) {
215 if (!(window_flag[j] & PW_MONSTER_LIST)) {
218 if (angband_term[j]->never_fresh) {
222 term_activate(angband_term[j]);
224 term_get_size(&w, &h);
225 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
226 print_monster_list(player_ptr->current_floor_ptr, monster_list, 0, 0, h);
231 if (use_music && has_monster_music) {
232 std::call_once(once, target_sensing_monsters_prepare, player_ptr, monster_list);
233 select_monster_music(player_ptr, monster_list);
238 * @brief 装備アイテム一覧を表示する /
239 * Choice window "shadow" of the "show_equip()" function
241 static void display_equipment(PlayerType *player_ptr, const ItemTester &item_tester)
243 if (!player_ptr || !player_ptr->inventory_list) {
248 term_get_size(&wid, &hgt);
250 TERM_COLOR attr = TERM_WHITE;
252 GAME_TEXT o_name[MAX_NLEN];
253 for (int i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
254 int cur_row = i - INVEN_MAIN_HAND;
255 if (cur_row >= hgt) {
259 auto o_ptr = &player_ptr->inventory_list[i];
260 auto do_disp = player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr);
261 strcpy(tmp_val, " ");
264 tmp_val[0] = index_to_label(i);
269 term_erase(cur_col, cur_row, 255);
270 term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
272 if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) {
273 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
276 describe_flavor(player_ptr, o_name, o_ptr, 0);
277 attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
280 int n = strlen(o_name);
281 if (o_ptr->timeout) {
285 if (show_item_graph) {
286 const auto a = o_ptr->get_color();
287 const auto c = o_ptr->get_symbol();
288 term_queue_bigchar(cur_col, cur_row, a, c, 0, 0);
296 term_putstr(cur_col, cur_row, n, attr, o_name);
298 int wgt = o_ptr->weight * o_ptr->number;
299 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lb_to_kg_integer(wgt), wgt / 10), _(lb_to_kg_fraction(wgt), wgt % 10));
300 prt(tmp_val, cur_row, wid - (show_labels ? 28 : 9));
304 term_putstr(wid - 20, cur_row, -1, TERM_WHITE, " <-- ");
305 prt(mention_use(player_ptr, i), cur_row, wid - 15);
309 for (int i = INVEN_TOTAL - INVEN_MAIN_HAND; i < hgt; i++) {
310 term_erase(0, i, 255);
315 * @brief 現在の装備品をサブウィンドウに表示する /
316 * Hack -- display equipment in sub-windows
317 * @param player_ptr プレイヤーへの参照ポインタ
319 void fix_equip(PlayerType *player_ptr)
321 for (int j = 0; j < 8; j++) {
322 term_type *old = game_term;
323 if (!angband_term[j]) {
326 if (!(window_flag[j] & (PW_EQUIP))) {
330 term_activate(angband_term[j]);
331 display_equipment(player_ptr, *fix_item_tester);
338 * @brief 現在のプレイヤーステータスをサブウィンドウに表示する /
339 * @param player_ptr プレイヤーへの参照ポインタ
340 * Hack -- display character in sub-windows
342 void fix_player(PlayerType *player_ptr)
344 for (int j = 0; j < 8; j++) {
345 term_type *old = game_term;
346 if (!angband_term[j]) {
350 if (!(window_flag[j] & (PW_PLAYER))) {
354 term_activate(angband_term[j]);
356 (void)display_player(player_ptr, 0);
363 * @brief ゲームメッセージ履歴をサブウィンドウに表示する /
364 * Hack -- display recent messages in sub-windows
365 * Adjust for width and split messages
367 void fix_message(void)
369 for (int j = 0; j < 8; j++) {
370 term_type *old = game_term;
371 if (!angband_term[j]) {
375 if (!(window_flag[j] & (PW_MESSAGE))) {
379 term_activate(angband_term[j]);
381 term_get_size(&w, &h);
382 for (int i = 0; i < h; i++) {
383 term_putstr(0, (h - 1) - i, -1, (byte)((i < now_message) ? TERM_WHITE : TERM_SLATE), message_str((int16_t)i));
386 term_erase(x, y, 255);
395 * @brief 簡易マップをサブウィンドウに表示する /
396 * Hack -- display overhead view in sub-windows
397 * Adjust for width and split messages
398 * @param player_ptr プレイヤーへの参照ポインタ
400 * Note that the "player" symbol does NOT appear on the map.
402 void fix_overhead(PlayerType *player_ptr)
404 for (int j = 0; j < 8; j++) {
405 term_type *old = game_term;
407 if (!angband_term[j]) {
411 if (!(window_flag[j] & (PW_OVERHEAD))) {
415 term_activate(angband_term[j]);
416 term_get_size(&wid, &hgt);
417 if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2) {
419 display_map(player_ptr, &cy, &cx);
428 * @brief 自分の周辺の地形をTermに表示する
429 * @param プレイヤー情報への参照ポインタ
431 static void display_dungeon(PlayerType *player_ptr)
436 for (TERM_LEN x = player_ptr->x - game_term->wid / 2 + 1; x <= player_ptr->x + game_term->wid / 2; x++) {
437 for (TERM_LEN y = player_ptr->y - game_term->hgt / 2 + 1; y <= player_ptr->y + game_term->hgt / 2; y++) {
440 if (!in_bounds2(player_ptr->current_floor_ptr, y, x)) {
441 auto *f_ptr = &terrains_info[feat_none];
442 a = f_ptr->x_attr[F_LIT_STANDARD];
443 c = f_ptr->x_char[F_LIT_STANDARD];
444 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
448 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
451 if (w_ptr->timewalk_m_idx) {
453 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
455 } else if (player_ptr->wraith_form) {
460 term_queue_char(x - player_ptr->x + game_term->wid / 2 - 1, y - player_ptr->y + game_term->hgt / 2 - 1, a, c, ta, tc);
466 * @brief 自分の周辺のダンジョンの地形をサブウィンドウに表示する / display dungeon view around player in a sub window
467 * @param player_ptr プレイヤーへの参照ポインタ
469 void fix_dungeon(PlayerType *player_ptr)
471 for (int j = 0; j < 8; j++) {
472 term_type *old = game_term;
473 if (!angband_term[j]) {
477 if (!(window_flag[j] & (PW_DUNGEON))) {
481 term_activate(angband_term[j]);
482 display_dungeon(player_ptr);
489 * @brief モンスターの思い出をサブウィンドウに表示する /
490 * Hack -- display dungeon view in sub-windows
491 * @param player_ptr プレイヤーへの参照ポインタ
493 void fix_monster(PlayerType *player_ptr)
495 for (int j = 0; j < 8; j++) {
496 term_type *old = game_term;
497 if (!angband_term[j]) {
501 if (!(window_flag[j] & (PW_MONSTER))) {
505 term_activate(angband_term[j]);
506 if (MonsterRace(player_ptr->monster_race_idx).is_valid()) {
507 display_roff(player_ptr);
516 * @brief ベースアイテム情報をサブウィンドウに表示する /
517 * Hack -- display object recall in sub-windows
518 * @param player_ptr プレイヤーへの参照ポインタ
520 void fix_object(PlayerType *player_ptr)
522 for (int j = 0; j < 8; j++) {
523 term_type *old = game_term;
524 if (!angband_term[j]) {
528 if (!(window_flag[j] & (PW_OBJECT))) {
532 term_activate(angband_term[j]);
533 if (player_ptr->baseitem_info_idx) {
534 display_koff(player_ptr, player_ptr->baseitem_info_idx);
543 * @brief 床上のモンスター情報を返す
544 * @param floor_ptr 階の情報への参照ポインタ
545 * @param grid_prt 座標グリッドの情報への参照ポインタ
546 * @return モンスターが見える場合にはモンスター情報への参照ポインタ、それ以外はnullptr
548 * Lookコマンドでカーソルを合わせた場合に合わせてミミックは考慮しない。
550 static const MonsterEntity *monster_on_floor_items(FloorType *floor_ptr, const grid_type *g_ptr)
552 if (g_ptr->m_idx == 0) {
556 auto m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
557 if (!m_ptr->is_valid() || !m_ptr->ml) {
565 * @brief 床上のアイテム一覧を作成し、表示する
566 * @param プレイヤー情報への参照ポインタ
567 * @param y 参照する座標グリッドのy座標
568 * @param x 参照する座標グリッドのx座標
570 static void display_floor_item_list(PlayerType *player_ptr, const int y, const int x)
576 term_get_size(&term_w, &term_h);
585 auto *floor_ptr = player_ptr->current_floor_ptr;
586 const auto *g_ptr = &floor_ptr->grid_array[y][x];
590 auto is_hallucinated = player_ptr->effects()->hallucination()->is_hallucinated();
591 if (player_bold(player_ptr, y, x)) {
592 sprintf(line, _("(X:%03d Y:%03d) あなたの足元のアイテム一覧", "Items at (%03d,%03d) under you"), x, y);
593 } else if (const auto *m_ptr = monster_on_floor_items(floor_ptr, g_ptr); m_ptr != nullptr) {
594 if (is_hallucinated) {
595 sprintf(line, _("(X:%03d Y:%03d) 何か奇妙な物の足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under something strange"), x, y);
597 const MonsterRaceInfo *const r_ptr = &monraces_info[m_ptr->ap_r_idx];
598 sprintf(line, _("(X:%03d Y:%03d) %sの足元の発見済みアイテム一覧", "Found items at (%03d,%03d) under %s"), x, y, r_ptr->name.data());
601 const TerrainType *const f_ptr = &terrains_info[g_ptr->feat];
602 concptr fn = f_ptr->name.data();
605 if (f_ptr->flags.has(TerrainCharacteristics::STORE) || (f_ptr->flags.has(TerrainCharacteristics::BLDG) && !floor_ptr->inside_arena)) {
606 sprintf(buf, _("%sの入口", "on the entrance of %s"), fn);
607 } else if (f_ptr->flags.has(TerrainCharacteristics::WALL)) {
608 sprintf(buf, _("%sの中", "in %s"), fn);
610 sprintf(buf, _("%s", "on %s"), fn);
612 sprintf(line, _("(X:%03d Y:%03d) %sの上の発見済みアイテム一覧", "Found items at (X:%03d Y:%03d) %s"), x, y, buf);
614 term_addstr(-1, TERM_WHITE, line);
616 // (y,x) のアイテムを1行に1個ずつ書く。
618 for (const auto o_idx : g_ptr->o_idx_list) {
619 ItemEntity *const o_ptr = &floor_ptr->o_list[o_idx];
622 if (none_bits(o_ptr->marked, OM_FOUND) || o_ptr->tval == ItemKindType::GOLD) {
626 // 途中で行数が足りなくなったら最終行にその旨追記して終了。
627 if (term_y >= term_h) {
628 term_addstr(-1, TERM_WHITE, "-- more --");
632 term_gotoxy(0, term_y);
634 if (is_hallucinated) {
635 term_addstr(-1, TERM_WHITE, _("何か奇妙な物", "something strange"));
637 describe_flavor(player_ptr, line, o_ptr, 0);
638 TERM_COLOR attr = tval_to_attr[enum2i(o_ptr->tval) % 128];
639 term_addstr(-1, attr, line);
647 * @brief (y,x) のアイテム一覧をサブウィンドウに表示する / display item at (y,x) in sub-windows
649 void fix_floor_item_list(PlayerType *player_ptr, const int y, const int x)
651 for (int j = 0; j < 8; j++) {
652 if (!angband_term[j]) {
655 if (angband_term[j]->never_fresh) {
658 if (!(window_flag[j] & PW_FLOOR_ITEM_LIST)) {
662 term_type *old = game_term;
663 term_activate(angband_term[j]);
665 display_floor_item_list(player_ptr, y, x);
673 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
674 * Flip "inven" and "equip" in any sub-windows
676 void toggle_inventory_equipment(PlayerType *player_ptr)
678 for (int j = 0; j < 8; j++) {
679 if (!angband_term[j]) {
683 if (window_flag[j] & (PW_INVEN)) {
684 window_flag[j] &= ~(PW_INVEN);
685 window_flag[j] |= (PW_EQUIP);
686 player_ptr->window_flags |= (PW_EQUIP);
690 if (window_flag[j] & PW_EQUIP) {
691 window_flag[j] &= ~(PW_EQUIP);
692 window_flag[j] |= PW_INVEN;
693 player_ptr->window_flags |= PW_INVEN;